/**
 * @author mrdoob / http://mrdoob.com/
 */

;(function (factory) {
  if (typeof define === "function" && define.amd) {
    // AMD模式
    define(["three"], factory);
  } else {
    // 全局模式
    factory(THREE);
  }
}(function (THREE) {
  THREE.OBJLoader = (function () {

    // o object_name | g group_name
    var object_pattern = /^[og]\s*(.+)?/;
    // mtllib file_reference
    var material_library_pattern = /^mtllib /;
    // usemtl material_name
    var material_use_pattern = /^usemtl /;

    function ParserState () {

      var state = {
        objects: [],
        object: {},

        vertices: [],
        normals: [],
        colors: [],
        uvs: [],

        materialLibraries: [],

        startObject: function (name, fromDeclaration) {

          // If the current object (initial from reset) is not from a g/o declaration in the parsed
          // file. We need to use it for the first parsed g/o to keep things in sync.
          if (this.object && this.object.fromDeclaration === false) {

            this.object.name = name;
            this.object.fromDeclaration = (fromDeclaration !== false);
            return;

          }

          var previousMaterial = (this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined);

          if (this.object && typeof this.object._finalize === 'function') {

            this.object._finalize(true);

          }

          this.object = {
            name: name || '',
            fromDeclaration: (fromDeclaration !== false),

            geometry: {
              vertices: [],
              normals: [],
              colors: [],
              uvs: []
            },
            materials: [],
            smooth: true,

            startMaterial: function (name, libraries) {

              var previous = this._finalize(false);

              // New usemtl declaration overwrites an inherited material, except if faces were declared
              // after the material, then it must be preserved for proper MultiMaterial continuation.
              if (previous && (previous.inherited || previous.groupCount <= 0)) {

                this.materials.splice(previous.index, 1);

              }

              var material = {
                index: this.materials.length,
                name: name || '',
                mtllib: (Array.isArray(libraries) && libraries.length > 0 ? libraries[libraries.length - 1] : ''),
                smooth: (previous !== undefined ? previous.smooth : this.smooth),
                groupStart: (previous !== undefined ? previous.groupEnd : 0),
                groupEnd: -1,
                groupCount: -1,
                inherited: false,

                clone: function (index) {

                  var cloned = {
                    index: (typeof index === 'number' ? index : this.index),
                    name: this.name,
                    mtllib: this.mtllib,
                    smooth: this.smooth,
                    groupStart: 0,
                    groupEnd: -1,
                    groupCount: -1,
                    inherited: false
                  };
                  cloned.clone = this.clone.bind(cloned);
                  return cloned;

                }
              };

              this.materials.push(material);

              return material;

            },

            currentMaterial: function () {

              if (this.materials.length > 0) {

                return this.materials[this.materials.length - 1];

              }

              return undefined;

            },

            _finalize: function (end) {

              var lastMultiMaterial = this.currentMaterial();
              if (lastMultiMaterial && lastMultiMaterial.groupEnd === -1) {

                lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
                lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
                lastMultiMaterial.inherited = false;

              }

              // Ignore objects tail materials if no face declarations followed them before a new o/g started.
              if (end && this.materials.length > 1) {

                for (var mi = this.materials.length - 1; mi >= 0; mi--) {

                  if (this.materials[mi].groupCount <= 0) {

                    this.materials.splice(mi, 1);

                  }

                }

              }

              // Guarantee at least one empty material, this makes the creation later more straight forward.
              if (end && this.materials.length === 0) {

                this.materials.push({
                  name: '',
                  smooth: this.smooth
                });

              }

              return lastMultiMaterial;

            }
          };

          // Inherit previous objects material.
          // Spec tells us that a declared material must be set to all objects until a new material is declared.
          // If a usemtl declaration is encountered while this new object is being parsed, it will
          // overwrite the inherited material. Exception being that there was already face declarations
          // to the inherited material, then it will be preserved for proper MultiMaterial continuation.

          if (previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function') {

            var declared = previousMaterial.clone(0);
            declared.inherited = true;
            this.object.materials.push(declared);

          }

          this.objects.push(this.object);

        },

        finalize: function () {

          if (this.object && typeof this.object._finalize === 'function') {

            this.object._finalize(true);

          }

        },

        parseVertexIndex: function (value, len) {

          var index = parseInt(value, 10);
          return (index >= 0 ? index - 1 : index + len / 3) * 3;

        },

        parseNormalIndex: function (value, len) {

          var index = parseInt(value, 10);
          return (index >= 0 ? index - 1 : index + len / 3) * 3;

        },

        parseUVIndex: function (value, len) {

          var index = parseInt(value, 10);
          return (index >= 0 ? index - 1 : index + len / 2) * 2;

        },

        addVertex: function (a, b, c) {

          var src = this.vertices;
          var dst = this.object.geometry.vertices;

          dst.push(src[a + 0], src[a + 1], src[a + 2]);
          dst.push(src[b + 0], src[b + 1], src[b + 2]);
          dst.push(src[c + 0], src[c + 1], src[c + 2]);

        },

        addVertexPoint: function (a) {

          var src = this.vertices;
          var dst = this.object.geometry.vertices;

          dst.push(src[a + 0], src[a + 1], src[a + 2]);

        },

        addVertexLine: function (a) {

          var src = this.vertices;
          var dst = this.object.geometry.vertices;

          dst.push(src[a + 0], src[a + 1], src[a + 2]);

        },

        addNormal: function (a, b, c) {

          var src = this.normals;
          var dst = this.object.geometry.normals;

          dst.push(src[a + 0], src[a + 1], src[a + 2]);
          dst.push(src[b + 0], src[b + 1], src[b + 2]);
          dst.push(src[c + 0], src[c + 1], src[c + 2]);

        },

        addColor: function (a, b, c) {

          var src = this.colors;
          var dst = this.object.geometry.colors;

          dst.push(src[a + 0], src[a + 1], src[a + 2]);
          dst.push(src[b + 0], src[b + 1], src[b + 2]);
          dst.push(src[c + 0], src[c + 1], src[c + 2]);

        },

        addUV: function (a, b, c) {

          var src = this.uvs;
          var dst = this.object.geometry.uvs;

          dst.push(src[a + 0], src[a + 1]);
          dst.push(src[b + 0], src[b + 1]);
          dst.push(src[c + 0], src[c + 1]);

        },

        addUVLine: function (a) {

          var src = this.uvs;
          var dst = this.object.geometry.uvs;

          dst.push(src[a + 0], src[a + 1]);

        },

        addFace: function (a, b, c, ua, ub, uc, na, nb, nc) {

          var vLen = this.vertices.length;

          var ia = this.parseVertexIndex(a, vLen);
          var ib = this.parseVertexIndex(b, vLen);
          var ic = this.parseVertexIndex(c, vLen);

          this.addVertex(ia, ib, ic);

          if (ua !== undefined) {

            var uvLen = this.uvs.length;

            ia = this.parseUVIndex(ua, uvLen);
            ib = this.parseUVIndex(ub, uvLen);
            ic = this.parseUVIndex(uc, uvLen);

            this.addUV(ia, ib, ic);

          }

          if (na !== undefined) {

            // Normals are many times the same. If so, skip function call and parseInt.
            var nLen = this.normals.length;
            ia = this.parseNormalIndex(na, nLen);

            ib = na === nb ? ia : this.parseNormalIndex(nb, nLen);
            ic = na === nc ? ia : this.parseNormalIndex(nc, nLen);

            this.addNormal(ia, ib, ic);

          }

          if (this.colors.length > 0) {

            this.addColor(ia, ib, ic);

          }

        },

        addPointGeometry: function (vertices) {

          this.object.geometry.type = 'Points';

          var vLen = this.vertices.length;

          for (var vi = 0, l = vertices.length; vi < l; vi++) {

            this.addVertexPoint(this.parseVertexIndex(vertices[vi], vLen));

          }

        },

        addLineGeometry: function (vertices, uvs) {

          this.object.geometry.type = 'Line';

          var vLen = this.vertices.length;
          var uvLen = this.uvs.length;

          for (var vi = 0, l = vertices.length; vi < l; vi++) {

            this.addVertexLine(this.parseVertexIndex(vertices[vi], vLen));

          }

          for (var uvi = 0, l = uvs.length; uvi < l; uvi++) {

            this.addUVLine(this.parseUVIndex(uvs[uvi], uvLen));

          }

        }

      };

      state.startObject('', false);

      return state;

    }

    //

    function OBJLoader (manager) {

      this.manager = (manager !== undefined) ? manager : THREE.DefaultLoadingManager;

      this.materials = null;

    }

    OBJLoader.prototype = {

      constructor: OBJLoader,

      load: function (url, onLoad, onProgress, onError) {

        var scope = this;

        var loader = new THREE.FileLoader(scope.manager);
        loader.setPath(this.path);
        loader.load(url, function (text) {

          onLoad(scope.parse(text));

        }, onProgress, onError);

      },

      setPath: function (value) {

        this.path = value;

      },

      setMaterials: function (materials) {

        this.materials = materials;

        return this;

      },

      parse: function (text) {

        console.time('OBJLoader');

        var state = new ParserState();

        if (text.indexOf('\r\n') !== -1) {

          // This is faster than String.split with regex that splits on both
          text = text.replace(/\r\n/g, '\n');

        }

        if (text.indexOf('\\\n') !== -1) {

          // join lines separated by a line continuation character (\)
          text = text.replace(/\\\n/g, '');

        }

        var lines = text.split('\n');
        var line = '', lineFirstChar = '';
        var lineLength = 0;
        var result = [];

        // Faster to just trim left side of the line. Use if available.
        var trimLeft = (typeof ''.trimLeft === 'function');

        for (var i = 0, l = lines.length; i < l; i++) {

          line = lines[i];

          line = trimLeft ? line.trimLeft() : line.trim();

          lineLength = line.length;

          if (lineLength === 0) continue;

          lineFirstChar = line.charAt(0);

          // @todo invoke passed in handler if any
          if (lineFirstChar === '#') continue;

          if (lineFirstChar === 'v') {

            var data = line.split(/\s+/);

            switch (data[0]) {

              case 'v':
                state.vertices.push(
                  parseFloat(data[1]),
                  parseFloat(data[2]),
                  parseFloat(data[3])
                );
                if (data.length === 8) {

                  state.colors.push(
                    parseFloat(data[4]),
                    parseFloat(data[5]),
                    parseFloat(data[6])
                  );

                }
                break;
              case 'vn':
                state.normals.push(
                  parseFloat(data[1]),
                  parseFloat(data[2]),
                  parseFloat(data[3])
                );
                break;
              case 'vt':
                state.uvs.push(
                  parseFloat(data[1]),
                  parseFloat(data[2])
                );
                break;

            }

          } else if (lineFirstChar === 'f') {

            var lineData = line.substr(1).trim();
            var vertexData = lineData.split(/\s+/);
            var faceVertices = [];

            // Parse the face vertex data into an easy to work with format

            for (var j = 0, jl = vertexData.length; j < jl; j++) {

              var vertex = vertexData[j];

              if (vertex.length > 0) {

                var vertexParts = vertex.split('/');
                faceVertices.push(vertexParts);

              }

            }

            // Draw an edge between the first vertex and all subsequent vertices to form an n-gon

            var v1 = faceVertices[0];

            for (var j = 1, jl = faceVertices.length - 1; j < jl; j++) {

              var v2 = faceVertices[j];
              var v3 = faceVertices[j + 1];

              state.addFace(
                v1[0], v2[0], v3[0],
                v1[1], v2[1], v3[1],
                v1[2], v2[2], v3[2]
              );

            }

          } else if (lineFirstChar === 'l') {

            var lineParts = line.substring(1).trim().split(" ");
            var lineVertices = [], lineUVs = [];

            if (line.indexOf("/") === -1) {

              lineVertices = lineParts;

            } else {

              for (var li = 0, llen = lineParts.length; li < llen; li++) {

                var parts = lineParts[li].split("/");

                if (parts[0] !== "") lineVertices.push(parts[0]);
                if (parts[1] !== "") lineUVs.push(parts[1]);

              }

            }
            state.addLineGeometry(lineVertices, lineUVs);

          } else if (lineFirstChar === 'p') {

            var lineData = line.substr(1).trim();
            var pointData = lineData.split(" ");

            state.addPointGeometry(pointData);

          } else if ((result = object_pattern.exec(line)) !== null) {

            // o object_name
            // or
            // g group_name

            // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
            // var name = result[ 0 ].substr( 1 ).trim();
            var name = (" " + result[0].substr(1).trim()).substr(1);

            state.startObject(name);

          } else if (material_use_pattern.test(line)) {

            // material

            state.object.startMaterial(line.substring(7).trim(), state.materialLibraries);

          } else if (material_library_pattern.test(line)) {

            // mtl file

            state.materialLibraries.push(line.substring(7).trim());

          } else if (lineFirstChar === 's') {

            result = line.split(' ');

            // smooth shading

            // @todo Handle files that have varying smooth values for a set of faces inside one geometry,
            // but does not define a usemtl for each face set.
            // This should be detected and a dummy material created (later MultiMaterial and geometry groups).
            // This requires some care to not create extra material on each smooth value for "normal" obj files.
            // where explicit usemtl defines geometry groups.
            // Example asset: examples/models/obj/cerberus/Cerberus.obj

            /*
             * http://paulbourke.net/dataformats/obj/
             * or
             * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
             *
             * From chapter "Grouping" Syntax explanation "s group_number":
             * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
             * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
             * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
             * than 0."
             */
            if (result.length > 1) {

              var value = result[1].trim().toLowerCase();
              state.object.smooth = (value !== '0' && value !== 'off');

            } else {

              // ZBrush can produce "s" lines #11707
              state.object.smooth = true;

            }
            var material = state.object.currentMaterial();
            if (material) material.smooth = state.object.smooth;

          } else {

            // Handle null terminated files without exception
            if (line === '\0') continue;

            throw new Error('THREE.OBJLoader: Unexpected line: "' + line + '"');

          }

        }

        state.finalize();

        var container = new THREE.Group();
        container.materialLibraries = [].concat(state.materialLibraries);

        for (var i = 0, l = state.objects.length; i < l; i++) {

          var object = state.objects[i];
          var geometry = object.geometry;
          var materials = object.materials;
          var isLine = (geometry.type === 'Line');
          var isPoints = (geometry.type === 'Points');
          var hasVertexColors = false;

          // Skip o/g line declarations that did not follow with any faces
          if (geometry.vertices.length === 0) continue;

          var buffergeometry = new THREE.BufferGeometry();

          buffergeometry.addAttribute('position', new THREE.Float32BufferAttribute(geometry.vertices, 3));

          if (geometry.normals.length > 0) {

            buffergeometry.addAttribute('normal', new THREE.Float32BufferAttribute(geometry.normals, 3));

          } else {

            buffergeometry.computeVertexNormals();

          }

          if (geometry.colors.length > 0) {

            hasVertexColors = true;
            buffergeometry.addAttribute('color', new THREE.Float32BufferAttribute(geometry.colors, 3));

          }

          if (geometry.uvs.length > 0) {

            buffergeometry.addAttribute('uv', new THREE.Float32BufferAttribute(geometry.uvs, 2));

          }

          // Create materials

          var createdMaterials = [];

          for (var mi = 0, miLen = materials.length; mi < miLen; mi++) {

            var sourceMaterial = materials[mi];
            var material = undefined;

            if (this.materials !== null) {

              material = this.materials.create(sourceMaterial.name);

              // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
              if (isLine && material && !(material instanceof THREE.LineBasicMaterial)) {

                var materialLine = new THREE.LineBasicMaterial();
                materialLine.copy(material);
                materialLine.lights = false; // TOFIX
                material = materialLine;

              } else if (isPoints && material && !(material instanceof THREE.PointsMaterial)) {

                var materialPoints = new THREE.PointsMaterial({size: 10, sizeAttenuation: false});
                materialLine.copy(material);
                material = materialPoints;

              }

            }

            if (!material) {

              if (isLine) {

                material = new THREE.LineBasicMaterial();

              } else if (isPoints) {

                material = new THREE.PointsMaterial({size: 1, sizeAttenuation: false});

              } else {

                material = new THREE.MeshPhongMaterial();

              }

              material.name = sourceMaterial.name;

            }

            material.flatShading = sourceMaterial.smooth ? false : true;
            material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors;

            createdMaterials.push(material);

          }

          // Create mesh

          var mesh;

          if (createdMaterials.length > 1) {

            for (var mi = 0, miLen = materials.length; mi < miLen; mi++) {

              var sourceMaterial = materials[mi];
              buffergeometry.addGroup(sourceMaterial.groupStart, sourceMaterial.groupCount, mi);

            }

            if (isLine) {

              mesh = new THREE.LineSegments(buffergeometry, createdMaterials);

            } else if (isPoints) {

              mesh = new THREE.Points(buffergeometry, createdMaterials);

            } else {

              mesh = new THREE.Mesh(buffergeometry, createdMaterials);

            }

          } else {

            if (isLine) {

              mesh = new THREE.LineSegments(buffergeometry, createdMaterials[0]);

            } else if (isPoints) {

              mesh = new THREE.Points(buffergeometry, createdMaterials[0]);

            } else {

              mesh = new THREE.Mesh(buffergeometry, createdMaterials[0]);

            }

          }

          mesh.name = object.name;

          container.add(mesh);

        }

        console.timeEnd('OBJLoader');

        return container;

      }

    };

    return OBJLoader;

  })();
}));

